#include "iris_context.h"
+static bool debug = false;
+
+/**
+ * Compute a disk cache key for the given uncompiled shader and NOS key.
+ */
+static void
+iris_disk_cache_compute_key(struct disk_cache *cache,
+ const struct iris_uncompiled_shader *ish,
+ const void *orig_prog_key,
+ uint32_t prog_key_size,
+ cache_key cache_key)
+{
+ /* Create a copy of the program key with program_string_id zeroed out.
+ * It's essentially random data which we don't want to include in our
+ * hashing and comparisons. We'll set a proper value on a cache hit.
+ */
+ union brw_any_prog_key prog_key;
+ memcpy(&prog_key, orig_prog_key, prog_key_size);
+ prog_key.base.program_string_id = 0;
+
+ uint8_t data[sizeof(prog_key) + sizeof(ish->nir_sha1)];
+ uint32_t data_size = prog_key_size + sizeof(ish->nir_sha1);
+
+ memcpy(data, ish->nir_sha1, sizeof(ish->nir_sha1));
+ memcpy(data + sizeof(ish->nir_sha1), &prog_key, prog_key_size);
+
+ disk_cache_compute_key(cache, data, data_size, cache_key);
+}
+
+/**
+ * Store the given compiled shader in the disk cache.
+ *
+ * This should only be called on newly compiled shaders. No checking is
+ * done to prevent repeated stores of the same shader.
+ */
+void
+iris_disk_cache_store(struct disk_cache *cache,
+ const struct iris_uncompiled_shader *ish,
+ const struct iris_compiled_shader *shader,
+ const void *prog_key,
+ uint32_t prog_key_size)
+{
+#ifdef ENABLE_SHADER_CACHE
+ if (!cache)
+ return;
+
+ gl_shader_stage stage = ish->nir->info.stage;
+ const struct brw_stage_prog_data *prog_data = shader->prog_data;
+
+ cache_key cache_key;
+ iris_disk_cache_compute_key(cache, ish, prog_key, prog_key_size, cache_key);
+
+ if (debug) {
+ char sha1[41];
+ _mesa_sha1_format(sha1, cache_key);
+ fprintf(stderr, "[mesa disk cache] storing %s\n", sha1);
+ }
+
+ struct blob blob;
+ blob_init(&blob);
+
+ /* We write the following data to the cache blob:
+ *
+ * 1. Prog data (must come first because it has the assembly size)
+ * 2. Assembly code
+ * 3. Number of entries in the system value array
+ * 4. System value array
+ * 5. Legacy param array (only used for compute workgroup ID)
+ * 6. Binding table
+ */
+ blob_write_bytes(&blob, shader->prog_data, brw_prog_data_size(stage));
+ blob_write_bytes(&blob, shader->map, shader->prog_data->program_size);
+ blob_write_bytes(&blob, &shader->num_system_values, sizeof(unsigned));
+ blob_write_bytes(&blob, shader->system_values,
+ shader->num_system_values * sizeof(enum brw_param_builtin));
+ blob_write_bytes(&blob, prog_data->param,
+ prog_data->nr_params * sizeof(uint32_t));
+ blob_write_bytes(&blob, &shader->bt, sizeof(shader->bt));
+
+ disk_cache_put(cache, cache_key, blob.data, blob.size, NULL);
+ blob_finish(&blob);
+#endif
+}
+
+/**
+ * Search for a compiled shader in the disk cache. If found, upload it
+ * to the in-memory program cache so we can use it.
+ */
+struct iris_compiled_shader *
+iris_disk_cache_retrieve(struct iris_context *ice,
+ const struct iris_uncompiled_shader *ish,
+ const void *prog_key,
+ uint32_t key_size)
+{
+#ifdef ENABLE_SHADER_CACHE
+ struct iris_screen *screen = (void *) ice->ctx.screen;
+ struct disk_cache *cache = screen->disk_cache;
+ gl_shader_stage stage = ish->nir->info.stage;
+
+ if (!cache)
+ return NULL;
+
+ cache_key cache_key;
+ iris_disk_cache_compute_key(cache, ish, prog_key, key_size, cache_key);
+
+ if (debug) {
+ char sha1[41];
+ _mesa_sha1_format(sha1, cache_key);
+ fprintf(stderr, "[mesa disk cache] retrieving %s: ", sha1);
+ }
+
+ size_t size;
+ void *buffer = disk_cache_get(screen->disk_cache, cache_key, &size);
+
+ if (debug)
+ fprintf(stderr, "%s\n", buffer ? "found" : "missing");
+
+ if (!buffer)
+ return NULL;
+
+ const uint32_t prog_data_size = brw_prog_data_size(stage);
+
+ struct brw_stage_prog_data *prog_data = ralloc_size(NULL, prog_data_size);
+ const void *assembly;
+ uint32_t num_system_values;
+ uint32_t *system_values = NULL;
+ uint32_t *so_decls = NULL;
+
+ struct blob_reader blob;
+ blob_reader_init(&blob, buffer, size);
+ blob_copy_bytes(&blob, prog_data, prog_data_size);
+ assembly = blob_read_bytes(&blob, prog_data->program_size);
+ num_system_values = blob_read_uint32(&blob);
+ if (num_system_values) {
+ system_values =
+ ralloc_array(NULL, enum brw_param_builtin, num_system_values);
+ blob_copy_bytes(&blob, system_values,
+ num_system_values * sizeof(enum brw_param_builtin));
+ }
+
+ prog_data->param = NULL;
+ prog_data->pull_param = NULL;
+ assert(prog_data->nr_pull_params == 0);
+
+ if (prog_data->nr_params) {
+ prog_data->param = ralloc_array(NULL, uint32_t, prog_data->nr_params);
+ blob_copy_bytes(&blob, prog_data->param,
+ prog_data->nr_params * sizeof(uint32_t));
+ }
+
+ struct iris_binding_table bt;
+ blob_copy_bytes(&blob, &bt, sizeof(bt));
+
+ if (stage == MESA_SHADER_VERTEX ||
+ stage == MESA_SHADER_TESS_EVAL ||
+ stage == MESA_SHADER_GEOMETRY) {
+ struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
+ so_decls = ice->vtbl.create_so_decl_list(&ish->stream_output,
+ &vue_prog_data->vue_map);
+ }
+
+ /* System values and uniforms are stored in constant buffer 0, the
+ * user-facing UBOs are indexed by one. So if any constant buffer is
+ * needed, the constant buffer 0 will be needed, so account for it.
+ */
+ unsigned num_cbufs = ish->nir->info.num_ubos;
+
+ if (num_cbufs || ish->nir->num_uniforms)
+ num_cbufs++;
+
+ if (num_system_values)
+ num_cbufs++;
+
+ /* Upload our newly read shader to the in-memory program cache and
+ * return it to the caller.
+ */
+ struct iris_compiled_shader *shader =
+ iris_upload_shader(ice, stage, key_size, prog_key, assembly,
+ prog_data, so_decls, system_values,
+ num_system_values, num_cbufs, &bt);
+
+ free(buffer);
+
+ return shader;
+#else
+ return NULL;
+#endif
+}
+
/**
* Initialize the on-disk shader cache.
*/